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Teleman needs a thirty second delay
#31
I do agree with Silent's point of: "Everyone has a delay why not this?"

But as I said earlier.. if not a delay.. then a risk.
The more you spam it, the more teleport malfunctions can happen.

I think combining the two is more fun. If you keep teleporting and not waiting for the cooldown.. thats when you role the dice for defects.
Kinda like molecules having to relax.

I figured out how it would work.
Teleport 1 after not cooling down: 10% chance of a minor defect happening.
Teleport 2 after not cooling down: 30% chance of a minor defect happening and 5% of somehting major happening.

And so on.. Minor defects are thing like, catching your breath, temporarely blinded, temporarely deaf. For like 3 seconds.
It's inconvient but not bad.
Major things are limbs not teleporting along and such.

Eitherway... if teleport spam is a problem.. then fix it.
We added delays to door hacking wich was ANNOYING when everyone was spamming welding and screwdrivers to break in.
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#32
Firstly, there are delays abd cooldowns in place. It is -not- instant teleportation.

Secondly it's not an unintended mechanic. It is all intended usage if it. It's hard to set up, drains power and is a very skillfull mechanic to pull off.

You need to calculate your position on the fly. So at best you have positions set up beforehand you can teleport to. There are ~2 seconds delay between order to teleport and the actual teleport (due to the innate delay of the telepord pad and the processing of dwaine). You have to really time the eleportation or stand still for one or more seconds.

This all create risks they need to play around. And that all adds to what counters were memtioned earlier.

A lot of people here simply did not have any idea here what they are talking about because they didn't try it themselves. There are a good chunk of reasons most people don't bother using it. Most engineers that try it set it up once for novelty sake and then leave it be. If you'd asked me before this discussion, i wiuld say telesci is in dire need of a buff. And that's hobestly still my opinion.

Telescience in it's current state is easy to disrupt, requires a ton of skill to pull off and you can very easily fuck up due to the teleport delay. It's actually almost impossible to use during a chase due to the delay.

(9 hours ago)Silent Majority Wrote: If the worry is crew and security having too many toys  that infinite instant spammable teleportation is used and security needs to make instant death skinpen chems i feel we've rather entered an argument where we're playing atomic bomb tennis.

Ikea did exxeggerated my comment. When i mean using lethals, i talked about stuff like phasers (they are orderable by sec in cargo for a reason) and the det revolver. Skinpen poisons are in rhe same direction. You don't need an imstant deathmix (these barely exist anymore anyway....), a beaker of phlog or  embalming fluid is enough.

It's about preventing the person from jumping back in the fight instantly. How you do it? You attack something they need time to heal: their health.

Get phasers, get them in a chase. It's mostly a game of attrition at that point.
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#33
if you make teleporters have more lethal downsides then we're gonna have a lot of fun with teleporter deathtraps (:
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#34
I read on the discord a nice idea. Teleblocking interdictors.

If people don't want to go to the debris field, this would give engineering a way to make them on station.

Could also replace the armory one with a powered up version.
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